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<blockquote data-quote="(un)reason" data-source="post: 6203604" data-attributes="member: 27780"><p><strong><u>Dragon Issue 339: January 2006</u></strong></p><p></p><p></p><p>part 5/6</p><p></p><p></p><p>The ecology of the draconian: A Krynn specific ecology? Not often you see those. Guess it's a fairly convenient way to kill two birds with one stone in their old campaigns special. And they do have one of the more interesting creation stories, spawned purely for conflict by the forces of evil, now the war has ended, they have to find a place in the world, and deal with the fact that they can't reproduce naturally. As is often the case with these, the article is so busy reiterating what readers of the old books already know that it doesn't really get the chance to contribute anything new, apart from the usual crunchy bits like the advanced character stats and the knowledge DC table. So mildly useful if you're playing third edition, and not at all if you're the type who mines the fluff for conversion. Not very thrilling. </p><p></p><p></p><p>Wormfood: Ooh. We shout out to the very first strategic review here, with a new magical fountain with random effects for drinking. Course, as is common, they do it better now. Or at least, far better balanced. This is where the real clever part comes in. You get both a benefit and a penalty, and they are reasonably balanced, but you get to choose one, while the other is rolled randomly. Ingenious. So will you maximise your benefit, or try and minimise your penalty? Not an easy choice. (which is the best kind of choice in dramatic terms. ) So unlike last month, this is a pretty resounding success on both the flavor and mechanics fronts. And it's pretty easy to use in other campaigns too. Two thumbs up. </p><p></p><p></p><p>Spellcraft: Ah yes, Dr Daclaud Heinfroth. Aka Dr Dominiani. One of the more impotent, but still interesting darklords. He was never a spellcaster. But desire for article fodder trumps established statistics, and so here's a collection of spells focussed on the study of the brain and sanity. As with spells that use the names of the original player's characters made by other people, and fanfic that violates established characterisation, I mildly disapprove of this appropriation of other people's creativity to legitimise your own, but am willing to overlook it if the contents are good. </p><p></p><p>Depression will have <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />-all effect on me. Waaaay ahead of you, mate. As usual these days, the mechanical penalty is spelled out, but there are no notes on how you should roleplay it. </p><p></p><p>Lobotomise causes temporary loss of an ability. Unlike the real thing, you can get pretty precise in what you rip from their mind, assuming you know the <s>victim</s> patient. </p><p></p><p>Shock Treatment and Submersion Treatment let you bypass the expensive and bulky equipment to just deliver the raw materials straight, and then have them disappear with no trace. Even a scientist who is suspicious of magic like Dr Mordenheim will see the value in that. </p><p></p><p>Transfusion allows you to drain ability score points from others to boost your own. One that could be very scary indeed if you could extend it's duration. Drawing obscene power from your tortured prisoners is always a good one for an evil overlord, as it gives them a catch for the players to exploit.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6203604, member: 27780"] [B][U]Dragon Issue 339: January 2006[/U][/B] part 5/6 The ecology of the draconian: A Krynn specific ecology? Not often you see those. Guess it's a fairly convenient way to kill two birds with one stone in their old campaigns special. And they do have one of the more interesting creation stories, spawned purely for conflict by the forces of evil, now the war has ended, they have to find a place in the world, and deal with the fact that they can't reproduce naturally. As is often the case with these, the article is so busy reiterating what readers of the old books already know that it doesn't really get the chance to contribute anything new, apart from the usual crunchy bits like the advanced character stats and the knowledge DC table. So mildly useful if you're playing third edition, and not at all if you're the type who mines the fluff for conversion. Not very thrilling. Wormfood: Ooh. We shout out to the very first strategic review here, with a new magical fountain with random effects for drinking. Course, as is common, they do it better now. Or at least, far better balanced. This is where the real clever part comes in. You get both a benefit and a penalty, and they are reasonably balanced, but you get to choose one, while the other is rolled randomly. Ingenious. So will you maximise your benefit, or try and minimise your penalty? Not an easy choice. (which is the best kind of choice in dramatic terms. ) So unlike last month, this is a pretty resounding success on both the flavor and mechanics fronts. And it's pretty easy to use in other campaigns too. Two thumbs up. Spellcraft: Ah yes, Dr Daclaud Heinfroth. Aka Dr Dominiani. One of the more impotent, but still interesting darklords. He was never a spellcaster. But desire for article fodder trumps established statistics, and so here's a collection of spells focussed on the study of the brain and sanity. As with spells that use the names of the original player's characters made by other people, and fanfic that violates established characterisation, I mildly disapprove of this appropriation of other people's creativity to legitimise your own, but am willing to overlook it if the contents are good. Depression will have :):):):)-all effect on me. Waaaay ahead of you, mate. As usual these days, the mechanical penalty is spelled out, but there are no notes on how you should roleplay it. Lobotomise causes temporary loss of an ability. Unlike the real thing, you can get pretty precise in what you rip from their mind, assuming you know the [s]victim[/s] patient. Shock Treatment and Submersion Treatment let you bypass the expensive and bulky equipment to just deliver the raw materials straight, and then have them disappear with no trace. Even a scientist who is suspicious of magic like Dr Mordenheim will see the value in that. Transfusion allows you to drain ability score points from others to boost your own. One that could be very scary indeed if you could extend it's duration. Drawing obscene power from your tortured prisoners is always a good one for an evil overlord, as it gives them a catch for the players to exploit. [/QUOTE]
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